您最多选择25个主题
主题必须以中文或者字母或数字开头,可以包含连字符 (-),并且长度不得超过35个字符
59 行
1.5 KiB
59 行
1.5 KiB
#if SHADERPASS != SHADERPASS_GBUFFER
|
|
#error SHADERPASS_is_not_correctly_define
|
|
#endif
|
|
|
|
#include "VertMesh.hlsl"
|
|
|
|
PackedVaryingsType Vert(AttributesMesh inputMesh)
|
|
{
|
|
VaryingsType varyingsType;
|
|
varyingsType.vmesh = VertMesh(inputMesh);
|
|
return PackVaryingsType(varyingsType);
|
|
}
|
|
|
|
#ifdef TESSELLATION_ON
|
|
|
|
PackedVaryingsToPS VertTesselation(VaryingsToDS input)
|
|
{
|
|
VaryingsToPS output;
|
|
output.vmesh = VertMeshTesselation(input.vmesh);
|
|
return PackVaryingsToPS(output);
|
|
}
|
|
|
|
#include "TessellationShare.hlsl"
|
|
|
|
#endif // TESSELLATION_ON
|
|
|
|
void Frag( PackedVaryingsToPS packedInput,
|
|
OUTPUT_GBUFFER(outGBuffer)
|
|
#ifdef _DEPTHOFFSET_ON
|
|
, out float outputDepth : SV_Depth
|
|
#endif
|
|
)
|
|
{
|
|
FragInputs input = UnpackVaryingsMeshToFragInputs(packedInput.vmesh);
|
|
|
|
// input.positionSS is SV_Position
|
|
PositionInputs posInput = GetPositionInput(input.positionSS.xy, _ScreenSize.zw, input.positionSS.z, input.positionSS.w, input.positionRWS);
|
|
|
|
#ifdef VARYINGS_NEED_POSITION_WS
|
|
float3 V = GetWorldSpaceNormalizeViewDir(input.positionRWS);
|
|
#else
|
|
// Unused
|
|
float3 V = float3(1.0, 1.0, 1.0); // Avoid the division by 0
|
|
#endif
|
|
|
|
SurfaceData surfaceData;
|
|
BuiltinData builtinData;
|
|
GetSurfaceAndBuiltinData(input, V, posInput, surfaceData, builtinData);
|
|
|
|
#ifdef DEBUG_DISPLAY
|
|
ApplyDebugToSurfaceData(input.worldToTangent, surfaceData);
|
|
#endif
|
|
|
|
ENCODE_INTO_GBUFFER(surfaceData, builtinData, posInput.positionSS, outGBuffer);
|
|
|
|
#ifdef _DEPTHOFFSET_ON
|
|
outputDepth = posInput.deviceDepth;
|
|
#endif
|
|
}
|